Nine Men's Morris Rules
Complete guide for beginners to advanced players
Table of Contents
Game Overview
Nine Men's Morris (also known as Mills, Merels, or Cowboy Checkers) is a strategy board game for two players that dates back over 3,000 years. The goal is to form "mills" (three pieces in a row) to capture your opponent's pieces and reduce them to two pieces or leave them unable to move.
The Board
The Morris board consists of 24 intersection points (called "points" or "nodes") arranged in three concentric squares connected by lines:
a7 ----------- b7 ----------- c7 | | | | a6 ------- b6 ------- c6 | | | | | | | | a5--b5--c5 | | | | | | | | a4----a3----a2 c2----c3----c4 | | | | | | | | a1--b1--c1 | | | | | | | | a0 ------- b0 ------- c0 | | | | a-1 ----------- b-1 ----------- c-1
- • 24 points where pieces can be placed
- • 3 rings (outer, middle, inner) forming concentric squares
- • 16 lines connecting adjacent points
- • 8 midpoints (top, right, bottom, left of each ring) connected between rings
- • 8 corners (NOT connected between rings)
Important: You can only move along the lines shown. Diagonal movement is NOT allowed (unless playing a variant). Corner pieces can only move along their ring, while midpoint pieces can move between rings.
Setup
- Each player starts with 9 pieces of their color (blue and red in our version)
- The board begins completely empty
- Players decide who goes first (coin flip, or choose in game setup)
- All pieces start "in hand" (off the board) and will be placed during Phase 1
Game Phases
Nine Men's Morris is played in three distinct phases. Understanding when each phase begins is crucial:
Phase 1: Placement (Opening)
Duration: First 18 moves (9 per player)
Players alternate placing one piece on any empty point on the board. This phase continues until all 18 pieces have been placed.
- You can place on ANY empty point
- If you form a mill during placement, you immediately capture an opponent piece
- You cannot move pieces yet - only place them
- Plan ahead! Your placement affects the entire game
Phase 2: Movement (Middlegame)
When it starts: After all pieces are placed (if both players have 4+ pieces)
Players take turns moving one of their pieces to an adjacent empty point along a line.
- Move to an ADJACENT point only (connected by a line)
- You cannot jump over pieces
- You cannot move diagonally (no diagonal lines exist)
- If you form a mill, capture an opponent piece
- You can break and reform the same mill to capture multiple times
Phase 3: Flying (Endgame)
When it starts: When YOU are reduced to exactly 3 pieces
When a player has only 3 pieces remaining, they may "fly" - moving their piece to ANY empty point on the board, not just adjacent ones.
- Flying is PER-PLAYER - only applies when YOU have ≤3 pieces
- Your opponent with 4+ pieces must still move adjacently
- If BOTH players have 3 pieces, both can fly
- Flying gives huge mobility advantage - use it wisely!
- You can still form mills and capture pieces while flying
Forming Mills (Three in a Row)
A mill is formed when a player gets three of their pieces in a row along a line.
- Your turn is NOT over yet - you must capture first
- Choose one of your opponent's pieces to remove (following capture rules below)
- The captured piece is permanently removed from the game
- Only then does your turn end
Valid Mill Configurations
Mills can only be formed along straight lines on the board:
- Ring mills: Three pieces in a row along any ring (outer, middle, or inner)
- Cross mills: Three pieces in a row along the vertical/horizontal cross lines
- NOT valid: Diagonal arrangements (diagonals don't exist on the board)
●━━━━━━━━━●━━━━━━━━━● ← Three blue pieces in a row = MILL! | | | | o──────o──────o | | | | | | | | o──o──o | |
o───────────●───────────o ← Blue piece on outer ring
| | |
| o──────●──────o | ← Blue piece on middle ring
| | | | |
| | o──●──o | | ← Blue piece on inner ring
↑
Three in a row = MILL!●───────────o───────────o ← Blue piece
| | |
| o──────●──────o | ← Blue piece
| | | | |
| | o──o──● | | ← Blue piece
✗ Diagonal connections don't exist!Capture Rules
Preferred: Capture any opponent piece that is NOT part of a mill
Exception: If ALL opponent pieces are in mills, you may capture any piece (even one in a mill)
Strategy: Try to keep all your pieces in mills to make them immune to capture!
Repeated Mills (Powerful Tactic!)
You can form the same mill multiple times:
- Form a mill (three in a row) → capture opponent piece
- On your next turn, move one piece OUT of the mill
- On the following turn, move that piece BACK to reform the mill
- Capture another opponent piece!
- Repeat as long as your opponent allows it
How to Win
You win immediately when you achieve any of these conditions:
Capture enough pieces so your opponent has only 2 remaining. With only 2 pieces, they can never form a mill (which requires 3 pieces).
Position your pieces so your opponent cannot make any legal moves on their turn. This is called a "stalemate" and you win immediately.
Note: Players with 3 pieces can fly to any empty space, so it's very hard to stalemate them. Focus on capturing their pieces instead.
If playing with time controls, you win when your opponent's clock reaches 0:00. Manage your time wisely!
Your First Game (Beginners)
New to Nine Men's Morris? Here's a step-by-step guide to your first few moves:
Opening Moves (Placement Phase)
- Move 1-2: Place your first piece on a midpoint (the points in the middle of each side). Midpoints are powerful because they connect to both their ring AND the adjacent ring.
- Move 3-4: Place another piece to start forming a potential mill (two in a row). Watch what your opponent is doing too!
- Move 5-6: Either complete your mill (three in a row) to capture, or block your opponent's mill attempt.
- Move 7-18: Continue placing pieces, forming mills when possible, and blocking opponent mills. Try to end placement with more pieces on the board than your opponent!
What to Look For
- Your mills: Do you have two pieces in a row? Can you complete it on your next turn?
- Opponent mills: Does your opponent have two in a row? Should you block them?
- Piece mobility: Are your pieces well-connected or trapped in corners?
- Board control: Who controls the center? Who has more options?
Common Mistakes to Avoid
1. Ignoring Opponent's Threats
Mistake: Focusing only on your own mills while your opponent sets up a repeated mill.
Fix: Always check opponent's two-in-a-rows before making your move. Sometimes blocking is more important than forming your own mill!
2. Placing Pieces in Corners Too Early
Mistake: Filling up corners during placement phase, leaving pieces with limited mobility.
Fix: Prefer midpoints (connected between rings) over corners. Corners can only move along their ring, making them less flexible.
3. Capturing Pieces from Mills
Mistake: Trying to capture a piece that's part of a mill when other pieces are available.
Fix: You can ONLY capture pieces from mills if ALL opponent pieces are in mills. Otherwise, you must capture an unprotected piece. Our game will highlight valid captures for you!
4. Breaking Mills Unnecessarily
Mistake: Moving a piece out of a mill without a plan to reform it or create a better position.
Fix: Mills protect your pieces from capture! Only break a mill if you can reform it next turn (repeated mill) or if you absolutely need to block opponent.
5. Not Planning for Flying Phase
Mistake: Thinking you've won when opponent has 3 pieces, but they can fly anywhere.
Fix: When opponent reaches 3 pieces, they become MORE dangerous (can fly anywhere). You need to capture one more piece to win (reduce them to 2).
6. Playing Too Fast in Timed Games
Mistake: Rushing moves to save time, missing obvious mills or threats.
Fix: Use your time wisely! In blitz games, take 3-5 seconds per move to scan for: mills you can form, mills opponent can form, and piece mobility. It's worth it!
Beginner Strategy Tips
Intermediate Strategy
Opening Principles (Placement Phase)
The Center Ring Advantage
The middle ring (b-ring) is the most strategic because pieces there can participate in mills on their own ring AND connect to outer/inner rings. Try to dominate this ring early.
The "Double Attack" Setup
Place pieces to create two mill threats simultaneously. Example:
- Place pieces at b6 and b4 (middle ring sides)
- Next turn, place at either b7 or b5 to form a mill
- Your opponent can only block one - you'll complete the other!
Claiming Key Intersections
The four points where rings connect (b1, b3, b5, b7 - the middle of each side) are the most valuable. Place there early and protect them!
Middlegame Tactics (Movement Phase)
The Repeated Mill (Most Powerful Tactic)
Create a configuration where you can move one piece back and forth to form the same mill repeatedly:
- Set up two pieces in a row with an empty space on each end
- Place your third piece on one end to form the mill → capture
- Move that piece to the other end to form the mill again → capture
- Repeat until opponent blocks you or loses
Defense: If opponent sets this up, you MUST block one of the ends or lose!
The Sacrifice Play
Sometimes it's worth letting opponent form a mill if it means you can: (a) form two mills in the next two turns, or (b) set up an unstoppable repeated mill. Think 2-3 moves ahead!
Mobility Preservation
Keep your pieces mobile! Avoid creating clumps where pieces block each other. A mobile piece is worth more than a trapped piece, even if the trapped piece is in a mill.
The Forced Move
Create situations where opponent has only ONE legal move, and that move helps you. Example: Block all their pieces except one, forcing them to move it into your trap.
Endgame Strategy (Flying Phase)
When YOU Have 3 Pieces (Flying)
Use your flying ability to continuously form mills. Jump around the board disrupting opponent mills and forming your own. Be aggressive - you have the mobility advantage!
When OPPONENT Has 3 Pieces (Flying)
This is dangerous! They can jump anywhere. Your strategy:
- Keep all YOUR pieces in mills (protected from capture)
- Try to reduce them to 2 pieces (then they can't fly anymore)
- Control the center to limit their mill options
- Be patient - one mistake from them and you capture the winning piece!
Advanced Tactics
Zugzwang (German: "Compulsion to Move")
A position where any move the player makes worsens their position. In Morris, this means forcing opponent to move a piece that breaks their mill or opens up their defense.
How to create it: Block all good moves, leaving only bad ones. Control the board so every opponent move either breaks their mill or lets you form yours.
The Double Mill Formation
A configuration where two mills share a common piece. Moving that shared piece allows you to continuously alternate between two mills, capturing every turn!
Example: Pieces at a1, b1, c1 (mill) and b0, b1, b2 (mill) share b1. Moving b1 breaks both, but you can reform either one next turn. Nearly unstoppable!
Positional Evaluation (Computer-Style Analysis)
Our Hard difficulty AI evaluates positions using these factors (ordered by importance):
- Material (100 points): More pieces = better
- Pieces in hand (50 points): Unplaced pieces = more options
- Mills formed (40 points): Completed mills = immediate captures
- Two-in-a-row (20 points): Potential mills = threats
- Mobility (10 points): More legal moves = more options
- Position (5 points): Midpoints > corners, center > edges
Apply this: When evaluating moves, mentally score the resulting position. Take the move that gives you the best score!
Time Management in Competitive Play
With Fischer increment time controls (time added per move):
- Opening (placement): Think longer (5-10 seconds). These moves define the game.
- Middlegame: Play faster (2-5 seconds) unless there's a critical mill threat.
- Endgame: Speed up even more (1-3 seconds). Patterns are clearer, mistakes less costly.
- Clock pressure: If opponent has <30 seconds, make solid moves quickly. Force them to think!
Psychological Tactics
- The bluff: Set up an obvious mill threat while hiding a better, less obvious one elsewhere.
- Tempo control: In timed games, play at a steady rhythm. Sudden pace changes can rattle opponents.
- The calm comeback: Down pieces? Don't panic. One repeated mill can equalize the game.
- Confidence: Play your moves with certainty (even if you're not 100% sure). Hesitation invites doubt.
Glossary of Terms
Time Controls (Optional)
Our implementation supports optional time controls to add urgency to your games:
Bullet (1+0)
1 minute per player, no increment. Fast-paced and intense!
Blitz (3+2)
3 minutes + 2 seconds per move. The standard competitive format.
Classical (15+10)
15 minutes + 10 seconds per move. For deep strategic thinking.
Unlimited
No time limit. Perfect for learning and analysis.
Ready to Play?
Now that you understand the game from beginner to advanced level, start playing and put your knowledge to the test!
Tip: Start with Easy AI to learn the rules, then work your way up to Hard!